

Assault Or Conquest Modes Please Define?
#1
Posted 09 December 2012 - 07:08 PM
I don't game much, can someone explain what these different modes are?
Conquest Mode
We've been play testing this for a few weeks now, things are coming along nicely! It's fun and requires lots of team coordination. We're fixing up some balance issues, resource/base locations, and general HUD/BattleGrid messaging to smooth out what's going on. We're taking a look at CB/EXP rewards, focusing on rewarding teamplay above all else. This means a reduction in kill/assist/damage done rewarding, and an increase in holding resources points. With a new mode, comes a new way to launch into matches. A new button will allow players to select/set their default mode to: Quick Play (random), Assault, or Conquest.
#2
Posted 09 December 2012 - 07:10 PM
Conquest is the new game mode being introduced on the 18th.
#4
Posted 09 December 2012 - 07:20 PM
#5
Posted 09 December 2012 - 07:20 PM
#6
Posted 09 December 2012 - 07:24 PM
#7
Posted 09 December 2012 - 07:27 PM
#8
Posted 09 December 2012 - 07:29 PM
#9
Posted 09 December 2012 - 07:31 PM
#10
Posted 09 December 2012 - 07:32 PM
Let me clarfiy, respawn in the sense of being able to play up to 4 mechs of your selection for the one battle, one after another.
#11
Posted 09 December 2012 - 07:42 PM
#12
Posted 09 December 2012 - 09:37 PM
When conquest is released (assuming it's not completely borked at launch), will anyone EVER play assault again?
#15
Posted 09 December 2012 - 09:47 PM
... Piranha plans to add a Conquest mode, a match setting that combines a ticket system (reduce the enemy's ticket count to zero to win), capture points, and armed, functional bases. ... "You have to disable or take over a portion of a base, or destroy part of the base, in order to get those tickets to count down. It's a bit more involved, it has a little bit more strategy, and also requires player coordination".
It, however, goes on to mention a lot of other things being involved in Conquest, like turrets and drones that are controlled by modules, and it says we'd have the dropship stuff before Conquest.
So basically ... wait and see what fraction of what they promised we end up with

Edited by Lin Shai, 09 December 2012 - 09:54 PM.
#16
Posted 09 December 2012 - 09:52 PM
Lin Shai, on 09 December 2012 - 09:47 PM, said:

Heh, I never read a statement like that as a promise... more like a clue as to what the devs are dreaming about. Helps to avoid disappointment that way

#17
Posted 10 December 2012 - 06:46 AM
and there is no way in hell there will be turrets or anything like that in this game in a week, when they can't even figure out knockdowns or the 3 different HUD bugs they've had for weeks
#18
Posted 10 December 2012 - 06:50 AM
Quote
Wait so it has a ticket system? But no respawns? The whole point of a ticket system is that teams lose tickets when players die/respawn... and usually the capture objectives either cause a slow decay over time in tickets or multiply how quickly the other team loses tickets when a player dies.
Conquest just sounds like base assault 2.0, which is disheartening, since base assault 1.0 is TERRIBLE. I was really hoping for something more like MW:LL's ticket system.
Edited by Khobai, 10 December 2012 - 06:56 AM.
#19
Posted 10 December 2012 - 06:53 AM
Vlad Ward, on 09 December 2012 - 07:20 PM, said:
Your thinking of the "dropship" game mode there, where you will be able to select 4 mechs to enter a battle. We aint getting COD style respawns.
#20
Posted 10 December 2012 - 06:54 AM
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